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Hardcoded A_PrepareRepeat and A_Boss5Calm, added missing prototype for A_Boss5ExtraRepeat (and also fixed its description)
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3 changed files with 44 additions and 1 deletions
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@ -2226,7 +2226,9 @@ static actionpointer_t actionpointers[] =
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{{A_CryingToMomma}, "A_CRYINGTOMOMMA"},
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{{A_CheckFlags2}, "A_CHECKFLAGS2"},
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{{A_DoNPCPain}, "A_DONPCPAIN"},
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{{A_PrepareRepeat}, "A_PREPAREREPEAT"},
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{{A_Boss5ExtraRepeat}, "A_BOSS5EXTRAREPEAT"},
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{{A_Boss5Calm}, "A_BOSS5CALM"},
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{{A_Boss5CheckOnGround}, "A_BOSS5CHECKONGROUND"},
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{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
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@ -240,7 +240,9 @@ void A_ParentTriesToSleep();
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void A_CryingToMomma();
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void A_CheckFlags2();
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void A_DoNPCPain();
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void A_PrepareRepeat();
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void A_Boss5ExtraRepeat();
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void A_Boss5Calm();
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void A_Boss5CheckOnGround();
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void A_Boss5CheckFalling();
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@ -267,6 +267,9 @@ void A_ParentTriesToSleep(mobj_t *actor);
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void A_CryingToMomma(mobj_t *actor);
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void A_CheckFlags2(mobj_t *actor);
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void A_DoNPCPain(mobj_t *actor);
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void A_PrepareRepeat(mobj_t *actor);
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void A_Boss5ExtraRepeat(mobj_t *actor);
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void A_Boss5Calm(mobj_t *actor);
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void A_Boss5CheckOnGround(mobj_t *actor);
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void A_Boss5CheckFalling(mobj_t *actor);
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//for p_enemy.c
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@ -11913,7 +11916,26 @@ void A_DoNPCPain(mobj_t *actor)
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P_InstaThrust(actor, actor->angle, -hspeed);
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}
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// Function: A_Boss5PinchRepeat
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// Function: A_PrepareRepeat
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//
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// Description: Simple way to prepare A_Repeat.
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//
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// var1 = value to set extravalue2 to
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// var2 = unused
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//
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void A_PrepareRepeat(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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//INT32 locvar2 = var2;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_PrepareRepeat", actor))
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return;
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#endif
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actor->extravalue2 = locvar1;
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}
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// Function: A_Boss5ExtraRepeat
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//
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// Description: Simple way to prepare A_Repeat.
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//
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@ -11952,6 +11974,23 @@ void A_Boss5ExtraRepeat(mobj_t *actor)
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actor->extravalue2 += locvar2;
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}
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// Function: A_Boss5Calm
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//
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// Description: Simple way to disable MF2_FRET (and enable MF_SHOOTABLE the first time it's called)
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//
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// var1 = unused
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// var2 = unused
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//
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void A_Boss5Calm(mobj_t *actor)
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{
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_Boss5Calm", actor))
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return;
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#endif
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actor->flags |= MF_SHOOTABLE;
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actor->flags2 &= ~MF2_FRET;
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}
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// Function: A_Boss5CheckOnGround
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//
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// Description: Ground checker.
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